using System;
using UnityEngine;

public class ProductCar : Product
{
	public float acceleration;

	public float control;

	public float speed;

	public float strength;

	public CarProductType carType;

	public bool notForRace;

	public bool onlyForTitans;

	public ProductCar(string id_G, MoneyType priceIng_G, int price_G, bool availableForBuy_G, float sortWeight_G, string texture_G, string nameForFlurry_G, bool isTemporary_G, int tier_G, bool bestPrice_G, bool newProduct_G, string nextProductId_G, string prevProductId_G, string categoryName_G, string subCategoryName_G, RareType rare_G, float acceleration_G, float control_G, float speed_G, float strength_G, CarProductType carType_G, bool notForRace_G, bool onlyForTitans_G)
		: base(id_G, priceIng_G, price_G, availableForBuy_G, sortWeight_G, texture_G, nameForFlurry_G, isTemporary_G, tier_G, bestPrice_G, newProduct_G, nextProductId_G, prevProductId_G, categoryName_G, subCategoryName_G, rare_G)
	{
		acceleration = acceleration_G;
		control = control_G;
		speed = speed_G;
		strength = strength_G;
		carType = carType_G;
		notForRace = notForRace_G;
		onlyForTitans = onlyForTitans_G;
	}

	protected override string GetEquipedKey()
	{
		return "car";
	}

	[Obsolete("Вызывать только из MarketController")]
	public override bool Equip()
	{
		if (!equippable)
		{
			Debug.LogError("Not equippable");
			return false;
		}
		base.Equip();
		MarketController.Instance.EquipedCarChanged();
		return true;
	}
}
